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INTRODUCTION

Background of the study

Mobile Legends Bang-Bang is a multiplayer online battle


arena game designed for mobile phones. The two opposing
teams fight to reach and destroy the enemy's based while
defending their own base for control to a path, the three
“lanes” known as “top”, “middle” and “bottom”, which
connect the bases. Weaker computer controlled characters,
called “minions”, spawn at team bases and follow the three
lanes to the opposite team's base, fight enemies and turrets.

In Indonesia we have been found out that there are 60.61%


teenagers playing the mobile legend game its pretty difficult to
determine but according to Sensor's Tower Store Mobile
Legend Bang-Bang over 230 million times that the people
downloaded the app and one of the many users to play this
app is at in Indonesia (Ramadani et al., 2018).

In Philippines we've found a study which capable in our


study (petner et al., 2018). The development of the growing
technology makes everyone easy to communicate,especially
the easy of using internet is one of the reason we can
communicate with others in the online space quickly and can
be done everywhere availability of tools. Through this also we
can play and invite other people to play some online games.

The findings of this study highlight the inherent


complexities of educational video game usage, performance
gaps, and bridges. In this context performance gaps are
obstacle that pose challenges for game using teachers,
technology provided regal benefits to learning it comes with
adverse effects to academic integrity in the form of sports. On
the other hand, there is no existing study being conducted to
Pikit Cotabato specifically in Noorul Eilm Academy Foundation
Incorporated (NEAFI),therefore this is an evident to conduct
the study with regards to this phenomenon.

Significance of the Study


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This study on the impact of mobile legends focuses on the


problems faced by the students together with the solutions
provided that could help them overcome their problems when
it comes to playing mobile legends.

For the school administration, for the result of the study will
serve as usefull material for putting up effective information
about the mobile legends, its impact to the academic
performance on the students of NEAFI.

To the Teacher, This research will aid their questions and


curiosity on why some of their students are not able to focus in
the class. And the ways they can help to inform the students
about playing mobile legends.

To the Parents, This research will be an essential tool for them


to be fully aware of their child's excessive use of gadgets such
as playing mobile legends and to be informed on how to limit
their child.

To the School, This research will contribute to the institution for


resolving situations of the students.

Research Questions

1. What is the reason why student of NEAFI are addicted


playing Mobile Legend?
2. What is the main purpose why student of NEAFI are
addicted playing Mobile Legend?
3. Is their in the positive mind even they are addicted
4. What is the implication of their Hobbies to their studies

Expected Output of the Study


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WAG NA SIRAIN, MAGTYPE NA KAYO KAAGAD DITO NG EXPECTED

OUTPUT OF THE STUDY.

Operational Definition of Terms

To make this study more understable to those who might


come across it, the following terms are defined
operationally

Academic Performance- is used to describe things that relate


to the work done in school, colleges, and universities,
especially work which involves studying and reasoning rather
than practical or technical skills.

Mobile Legend- is created by China developer is Moonton


technology Co. Ltd Shanghai mulong network and technology
Co., Ltd July 11,2016. Mobile Legend Bang-Bang is a game
design which only for phone(Moonton, Mobile Legend,2016).

Culture Preservation - the process of keeping the traditional healing practices

valued alive.

Cultural Values - personal preferences that remain relatively stable over time.

Health Problems - the diseases and illnesses experienced and encountered by

people or individual.

Herbal medicine - the use of plants to treat diseases.

Maguindanaon Healers – are the one who performs the traditional healing and

served as the key informant of the study.


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Traditional Healers - the tribal practitioners who perform healing among his or

her patients who will be the key informants for the conduct of this study

because they are the one to be asked and observed by the researcher.

Traditional Healing Practices - the ideas and information through belief and

practices of a tribe's ancestors passed on from generation to generation.

Traditional Healing Procedures – the process of conducting traditional healing

practices to people or any individual who encountered illnesses.

Limitations of the Study

Subject Matter. This study is centered and determining the


different effects of Mobile Games, specifically the Mobile
Legends Bang-Bang, have on the students.

Time and Place. This study is conducted to Noorul Eilm


Academy Foundation Incorporated (NEAFI), Pikit North
Cotabato for the School Year 2023-2024.

Reaserch Participants. The participants of this Study will be the


students of NEAFI.

Theoretical Lens

Research suggests young people are addicted to their


technology (Bright et al. 2015). However, there is limited
research on addiction to technology in general, except for
internet and online gaming addictions. Since the mid-2000s a
number of studies have examined how individuals are
increasingly spending “too much” time on the Internet and
often described such individual as being addicted to various
Internet services, such as online gaming (Hsi-Peing and Wang
2008, Jiang 2014, Xu et al. 2012 Young 2004),online auctions
(Turel et al. 2011, Young 2004),and chats service (Atchley and
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Warden 2012, Thomas 2011, Young 2004). One definition of


internet addiction is “compulsive activity involving excessive
use, withdrawal and negative repercussions” resulting form
internet use (Kapahi et al., 2013). interestingly, Internet.
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REVIEW OF RELATED LITERATURE

MEANING NG STUDY NINYO IN LOCAL

MAGTYPE NA KAYO KAAGAD DITO, WAG NG SIRAIN

MGA HALIMBAWA NG MGA RESEARCH NINYO WITH PAST STUDY

MAGTYPE NA KAYO KAAGAD DITO

NATIONAL STUDY/INTERNATIONAL STUDY

National Literatures Studies


In the study of Ecija (2020),there result of study comprise a
pure qualitative approach bounded in grounded theory and
thematic analysis-a system of qualitative research that based
on the data of the participants, the researcher will come up
with the suggested principles on how to remediate the live
experiences of the mobile legend players who are also learners
and to give some collected data to be discussed as an
authentic approach of comparing and relating the lived
experiences of both study habits and the playing habits of the
grade 12 Learners of Salcedo Vocational High School.

Foreign Literatures Studies


In the study of Irmayani et,al (2020),the symptoms of
students who are addicted to online games at SMP Negeri 2
Bantaeng based on the findings at the research location,
regarding the symptoms of online game addiction in students
at SMP Negeri 2 Bantaeng regarding namely.
Cognitive salience (only thinking about games)
that the subject always thinks about games. Both at home and
School, free time is used to play games.
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Behavioural salience(game only activity)that these students


usually spend approximately 7 hours a day. Even if weekends
or other holiday times are more than that.
Euphoria(get pleasure)that the student feels happy and
excited when playing online games and vice versa feel less
enthusiastic if not playing games.External conflict(conflict with
people around)that the student when playing online games.
Does not want to be disturbed. If he feels, He sometimes gets
angry and even quarrels because he is disturbed. Internal
conflict(conflict with oneself)where the students does not feel
burdened by school work at home, even more neglecting doing
school work because he plays games.
Tolerance(the use of time to play the games continues to
increase)that the student feels very curios and feels
dissastisfied if he does not complete one level at the game so
that the intensity of playing continues to increase, while in
online games, the higher the level of play the higher the level
of difficulty so that the more time used to finish the game.
Withdrawal symptoms(effect of reduced intensity of playing
games). The student sometimes feels dizzy and stressed, even
usually angry or bad mood, and lacks enthusiasm. Relapse and
reinstatement(there is a repetition of addiction with the same
pattern)that the student,knowing how to play online games
until now,has never stopped playing games at all.The result of
Yee’s(2002) research show that indicators of online games
addiction include.Gaming activity dominates a person thoughts
and behaviour,dominates the mind level toward gaming
activities, Online games dominate behaviour, feels happy when
doing gameplay activities. Conflict that arise against oneself
with those around them about the level of excessive social
behaviour. Conflicts that arise and conflicts of communication
with the people around them. Activities playing online games
continue experience a significant increase within a certain
period to get the effect of satisfaction, feeling bored when bot
doing gaming activities, Addiction to playing games will repeat
or even become uncontrolled even thoughts years have
disappeared because of the tendency to repeat the initial
pattern behaviour.This study's result are in line with the
results of research by Santoso & Purnomo(2017) Nirwanda &
Ediati(2017)related the progressive negative relationship
between online game addiction and social adjustments in
adolescents. The statement means that their low social
adjustments skill are due to the high adolescent addiction to
games. Research by Kurniawan (2017) Rahman &
Nursalim(2021) show that dependence on playing online
games impacts academic procastination behaviour to effect
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academic achievement. The impacts can be seen through the


significant-high intensity of students playing online games so
that students tend to behave in academic procrastination.
Based on this, it is necessary to implement efforts to suppress
students high academic procrastination behaviour. One effort
that can be made in controlling the intensity of playing online
games.

Local Literatures and Studies

METHODOLOGY

This chapter describes the methods that will be use and the procedures

that will be followed all through the conduct of research. The section includes the

following: research design, role of the researcher, research participant and

materials, data collection, data analysis, validity and ethical consideration.

Research Design

Role of the Researcher


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WAG NG SIRAIN, MAGTYPE NA KAYO KAAGAD DITO

Research Participants and Materials

WAG NG SIRAIN, MAGTYPE NA KAYO KAAGAD DITO

Data Collection

WAG NG SIRAIN, MAGTYPE NA KAYO KAAGAD DITO

Data Analysis

WAG NG SIRAIN, MAGTYPE NA KAYO KAAGAD DITO

Validity

WAG NG SIRAIN, MAGTYPE NA KAYO KAAGAD DITO

Ethical Consideration

WAG NG SIRAIN, MAGTYPE NA KAYO KAAGAD DITO


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EXAMPLE LANG ITO, GANITO DAPAT ANG ILAGAY

LITERATURE CITED

Garvan, JM. (1931). The Manobos of Mindanao. National Academy of Science


Memoirs, 23(1), 295 pages.
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